Sage of Forest

From Legends of Hyrule
Revision as of 14:33, 3 May 2020 by Guy (talk | contribs)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

ClassesSageSage of Forest


Sage of Forest is one of several possible subclasses you can gain as a member of the sage class.

Your subclass affects which spells you can prepare as a sage, and what proficiencies you gain at 1st level. Your subclass grants more features at 2nd, 6th, 10th, and 14th levels.

Domain Proficiencies

You gain proficiency with hide armor, boomerangs, hand crossbows, shortswords, and whips.

You gain proficiency in one skill of your choice from Animal Handling, Nature, or Survival.

If this is your first class, you can read, write, and speak one language of your choice from Ancient, Blin, and Deku.

Forest Discipline

At 2nd level, you gain one of the following disciplines of your choice.

Climber

Druid

You gain the druidcraft cantrip, and it does not count against your cantrips known. If you already have this cantrip, you instead gain another cantrip of your choice from your sage spell list.

You become an expert in the Animal Handling skill.

Nimble Defense

While you are wearing light armor, hide armor, or no armor, you gain a +1 bonus to your AC and to Dexterity saving throws.

Ranger

You gain proficiency with scimitars and longbows.

You become an expert in the Survival skill.

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Any creature you have blessed also gains the benefits of your Land's Stride.

Farore's Forbiddance

At 10th level, you learn to augment your banes.

If a creature you have baned is within 300 feet and moves towards you, its moves as though restricted by difficult terrain. This effect does not affect fly speed, nor movement not towards you.

When a creature you have baned moves, you can use your reaction to reduce its speed to 0 until the end of its turn. You can use this effect to halt its movement mid-stride. The bane ends at the end of the creature's turn.

Saria's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Forest Sage Spells

Name MP Lv School Summary
Aegis 0 abjuration A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Aid 3 2nd abjuration Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Friendship 2 1st enchantment Charm an animal for up to 24 hours.
Animal Messenger 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Animal Shapes 11 8th transmutation You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Baneful Ray 7 5th evocation You project a ray of divine power to bane a creature up to 60 feet away.
Barkskin 3 2nd transmutation Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
Barrier 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beast Shape 5 3rd transmutation Transform into a beast of your choice for 1 hour.
Blades of Grass 0 transmutation Your transform up to two blades of grass into daggers or sickles.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite 3 2nd abjuration A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Clairvoyance 5 3rd divination You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Conjure Marionette 3 2nd conjuration You summon a skull puppet in an unoccupied space that you can see within range.
Conjure Wolf Spirit 3 2nd conjuration
Control Beast 4 2nd enchantment You attempt to control a beast to do your bidding for up to 1 minute.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Courage 2 1st enchantment For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Daruk's Shield 6 4th abjuration A creature you touch repels up to three attacks that would otherwise hit it.
Death 1 1st necromancy You inflict wounds upon a creature you touch.
Death Ward 6 4th abjuration
Deku Pirouette 0 transmutation Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Detect Poison and Disease 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Druidcraft 0 transmutation Whispering to the spirits of nature, you create one of several minor effects.
Entangle 2 1st conjuration Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save.
Ethereal Bridge 6 4th conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Farore's Courage 2 1st enchantment For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Foresight 13 9th divination A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Great Life Tree 11 8th conjuration Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius.
Greater Restoration 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect.
Heal 8 6th evocation A creature within 60 feet of you regains 10d12 heart points.
Healing Word 2 1st evocation Your bonus action restores a few heart points to a creature within 60 feet of you.
Holy Aura 11 8th abjuration Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Imprisonment 13 9th abjuration You create a magical restraint to hold a creature that you can see within range, permanently.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Lesser Restoration 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it.
Life 2 1st conjuration You heal the wounds of a creature you touch.
Life Tree Fruit 9 6th conjuration You create three fruits which when ingested provide several healing and bolstering effects.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Longstrider 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby 2 1st enchantment Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Marvelous Melody 0 enchantment Your melody damages adjacent creatures, and potentially charms them.
Mass Heal 13 9th evocation Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Message 0 transmutation You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Mind Blank 12 8th abjuration One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petal Glide 1 1st transmutation You are hurled 30 feet into the air, then glide for up to 1 minute.
Protection from Energy 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Purify Food and Drink 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere.
Reflecting Shield 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sage's Smite 1 1st evocation Your next melee attack surges with elemental power.
Sage Armor 2 1st abjuration You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sanctuary 2 1st abjuration You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sentinel 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Shapechange 13 9th transmutation You change into almost any creature for up to 1 hour.
Speak with Animals 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration.
Summon Instrument 0 conjuration You summon a musical instrument into your hands out of thin air.
Telepathic Bond 7 5th divination For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.
Time Stop 13 9th transmutation Briefly stop time for everyone but yourself.
Tiny Hut 5 3rd abjuration
Tree 2 1st conjuration Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn.
True Resurrection 13 9th necromancy Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Web 3 2nd conjuration You conjure a mass of webbing that restrains creatures caught in it.